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Texture Synthesis over Arbitrary Manifold Surfaces Li-Yi Wei Marc Levoy Computer Graphics Group Stanford University
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Introduction + Synthesize a surface texture by coloring mesh vertices Input TextureInput MeshResult
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Desirable Properties Share advantages of 2D algorithm [SIGGRAPH 2000] –Quality –Efficient –General –Easy to use Minimum distortion Minimum discontinuity
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Previous Work Texture Mapping –Global [Catmull’74, Bier’86, Levy’98] –Local Triangle tiles [Neyret’99] Lapped textures [Praun’00]
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Previous Work 3D Texture synthesis –procedural [Perlin’85, Turk’91, Witkin’91] –from example surface texture [Gagalowicz’86, Turk’01, Ying’01] volume texture [Heeger’95, Ghazanfarpour ’96]
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Previous Work 2D Texture from Example –pyramid matching [Heeger’95, Simoncelli’98] –block shuffling [De Bonet’97, Xu’00] –Markov Random Field [Popat’93] –neighborhood search [Efros’99, Wei’00]
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Texture Synthesis by Neighborhood Search noise Input pyramid noise Output pyramid Search Copy
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Surface Texture Synthesis by Neighborhood Search Input pyramid Output pyramid Search
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Differences between Images and Meshes Our Solution image mesh Synthesis Order Pixels/Vertices Local Orientation (Vector field) ? ? mesh re-tiling [Turk’92] user-specified relaxation random scanline u v grid Neighborhood flattening/resampling normal ? ? tangent bitangent
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Process 1. Build image/mesh pyramids 2. Assign texture orientation 3. Generate texture
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Image & Mesh Pyramids Mesh Retiling [Turk’92]
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Retiling Density 24576 vertices73728 vertices
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Texture Orientation Methods for orienting textures –user-specified –random (for isotropic textures) –smooth or symmetric (for anisotropic textures) by relaxation
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4-way symmetric texture 4-way symmetric vector field Texture Orientation
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Texture Orientation by Relaxation Minimize an error function –similar to [Hertzmann’00, Pedersen’95]
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Synthesis
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Synthesis : 2 Lowest Levels
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Synthesis : Lowest Level Random copy
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Synthesis Pass1 : Extrapolation Search Copy Shooting normal
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Synthesis Pass2 : Full Neighborhood Search Copy
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Neighborhood Comparison compare ?
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Mesh Neighborhood Resample Compare Resampled Grid 2D Patch 3D Patch Flatten (Maillot’93)
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Accelerating Neighborhood Search Tree-structured Vector Quantization [Wei’00]
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Multiresolution Synthesis
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Results: Random Orientation
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Results: Other Orientations RandomUser-specified Relaxation 2-way symmetry 4-way symmetry
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Results smooth4-way symmetryrandom
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Results Surface displacement smooth2-way symmetry
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Summary of Differences Turk’s approachOur approach Vector field Traversal order Neighborhood Mesh hierarchy smoothrandom, symmetric sweepingrandom surface marchingflattening/resampling explicit parent/childshooting normal
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Future Work Texture transfer between models Texturing animated models Mesh signal processing
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More Information http://graphics.stanford.edu/projects/texture/
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Texture Orientation Examples Random4-way symmetric2-way symmetric
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Synthesis Order ScanlineRandom Input
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Differences between Turk’01 and Our Approach Turk’s approach Our approach Vector field Traversal order Neighborhood Mesh hierarchy smooth random, symmetric sweepingrandom surface marchingflattening + resampling explicit parent/childshooting normal
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Introduction Texture Synthesis Input Result
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Introduction + Synthesize a surface texture by coloring mesh vertices Input TextureInput Mesh Result Synthesis
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Previous Work Synthesis from Example General Applicable to surfaces Low distortion No discontinuity Texture mapping Lapped textures Efficient Procedural texturing
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Image Texture Synthesis Exhaustively search neighborhoods
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Image Texture Synthesis
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Mesh Pyramid Mesh Retiling: Turk’92
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Key Idea Reuse the neighborhood-search framework Output pyramid Input pyramid Search
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Key Idea Reuse the neighborhood-matching framework
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Synthesis Lowest Level Random copy
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Synthesis : Pass1 Copy Search Shooting normal
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Synthesis : Pass2 Search Copy
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Neighborhood Comparison Compare ?
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Mesh Neighborhood 3D Patch
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Mesh Neighborhood Resample Compare 3D Patch 2D Patch Resampled Grid Flatten (Maillot’93)
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Synthesis : Pass1 Random copy Copy Search Shooting normal
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